Invisible, Inc.

Invisible, Inc.

Generation Options+
45 Comments
Xaliber Sep 1, 2024 @ 10:17am 
Damn I wish I knew I can't uninstall this mid-way save. Apparently the conflict with Unlimited Storage needs to have this uninstalled first.
Gary Childress Nov 7, 2023 @ 7:12am 
Awesome mod, Cyberboy! Loving it right now, playing combinations and settings I've never been able to now! Thank you!
Krandi Jun 10, 2023 @ 5:48am 
It would be in addition very good, if one could set how much inventary places every agent from the start has. From 1 till 20 should all be possible. I need often the double amount of inventary spaces than I have, when the agents strength is fully upgraded. Then I can finally take all the good items, they I never take only because of the lack of the inventary space of the agents.

Or if one can set, how much new inventory places comes available, if one upgrade the strength skill for 1 point. That would be wonderfull. So one could aditionaly set the maximum inventary space, that the agents has, if their strength skill is fully upgraded. 20 would be a good maximum. One could scroll it, it it would take to much space on the screen.
Krandi Jun 10, 2023 @ 4:56am 
Anyway thanks for this great mod.
Krandi Jun 10, 2023 @ 4:51am 
Hello. I would like if I could set how many new targets I get from a site list of a executive terminal.

It would also be cool, if I could set, that guards with a level 1 security door card goes through red doors. The coolest would be, if guards uses its cards the same way as the agents. They unlock a red door with the card and than he lock the door again (make it red again). The same with the agents: If they could relock a securety door with a card, it would be great.

And a option to set how many cameras are in the levels would be good. From a few to a lot or so.
Lycan Jan 17, 2020 @ 1:23pm 
I've actually had the same problem as well. Except I had the problem in reverse: I got the extra Incognita slot from the development terminal, and then didn't get another from the DLC.
boklasar-markus Jan 12, 2020 @ 3:53pm 
Hi, I found a bug where Incognita would not gain a progam slot from the DLC mission if you had gained one through the "AI Deveopment Terminal" side mission first.
cyberboy2000  [author] Jun 24, 2019 @ 2:57pm 
The scaling is additive that is. Credit Multiplier is multiplied after scaling has been added up.
cyberboy2000  [author] Jun 24, 2019 @ 2:55pm 
It is additive. So 0.75*1, 0.75*1.25, 0.75*1.5, and 0.75*1.75
to¹º¹m Apr 24, 2019 @ 2:07am 
Superb mod.
I was wondering how exactly the credit scaling modifier works in order to adjust it to my preference. I know that on expert(+) credit settings are as follows:
credit multiplier: 0.75, credit scaling: 25%, credit scaling ceiling: 4
Does that imply the following formulas onto the base credit value? (c is the base credit value)
level1 facility: c*0.75
level2 facility: c*0.75*1.25
level3 facility: c*0.75*1.25*1.25
level4+ facility: c*0.75*1.25*1.25*1.25
Or is it a different formula entirely?
Lycan Apr 2, 2019 @ 8:45am 
Ooh! Can't wait to try that out!
cyberboy2000  [author] Mar 25, 2019 @ 3:31am 
Added option for side missions.
Lycan Dec 15, 2018 @ 9:49am 
Thanks for all the nice options!
cyberboy2000  [author] Aug 24, 2018 @ 12:12am 
Magnetic Reinforcements makes EMP effect break 2 firewalls instead of disabling the device. Devices start getting it randomly after you've reached a certain day. It's not something added by the mod, it exists in the normal game too, but this mod lets you change how often and how soon it appears.
Choccy Poo Poo Juice Aug 23, 2018 @ 6:32pm 
what are magnetic reinforcements?
cyberboy2000  [author] Dec 5, 2017 @ 4:38am 
You're talking about Rescueable Archive Agents right? I am pretty sure that still works even if you have other mods. You won't be able to use them to turn off modded agents, but hopefully those mods have their own settings for turning them off.

For everyone who had problems when changing travel time, I updated Sim Constructor so get the update and it will be fixed.
IntelSquirrel Dec 4, 2017 @ 12:46pm 
Hello cyberboy.
First, let me say that I appreciate the work you have put into it. It is a really nice and useful mod.
I was thinking if you have any plan on including an option to choose which agents are rescuable?
There is another mod, but that one is not compatible with any mods that adds agents, and then I figured it would suit well into this mod to be able to set it up while starting the campaign.
cyberboy2000  [author] Nov 27, 2017 @ 4:57am 
Added options for Magnetic Reinforcements.
Added option for Missions Per Day.
Added option for Storage Size.

Sorry about the issues, I haven't worked on mods for a while.
MrGrumpsman Oct 7, 2017 @ 11:28am 
I have something around the same problem as @tobias599, but it's the number of missions that show up at the start. I always set the number of starting missions to 16, but it gave me around 6 and the first one wasn't an Executive Terminals with guard level 1 like always.
tobias599 Oct 7, 2017 @ 8:46am 
If I change the time travel multiplier, then no mission shows up.
Please fix, because I want longer days.

It worked in my last campaign. It was 3+ updates from this mod ago.
I hope it's not another mod causing this problem... many mods have updated.
cyberboy2000  [author] Sep 14, 2017 @ 9:40am 
Fixed Countermeasures never disappearing.
Added options for credit scaling and credit scaling ceiling.
cyberboy2000  [author] Sep 3, 2017 @ 6:28am 
Fixed some stuff that was not reset between games if the mod was disabled.
cyberboy2000  [author] Jul 18, 2017 @ 12:09pm 
The former.
Morvram Jul 18, 2017 @ 11:55am 
Does the agent banter option change the likelihood that agent conversations will happen, or just one-liners, or does the game simply not distinguish the two?
ratjinx May 30, 2017 @ 11:50am 
If possible with Invisible's room generation system, could you add an option to add a single vestibule-grade Nanofab and Server Terminal in the first room of the first mission? Im doing a high credit + high resistance difficulty and an oppurtunity to spend some of that money quickly would be very useful to balance it out
cyberboy2000  [author] May 6, 2017 @ 8:02am 
Added option for Final Attack Strength, a variable that exists in the base game but is hidden. It is set to 1 on Expert and 2 on Expert+.
Added options for travel time.
Rooms per level can be set to random, and Rooms per level can be set to scale.
Mission difficulties can no longer be higher than 20 (10 without dlc) because of setting starting hours too high.
TripSin Mar 2, 2017 @ 11:22am 
Oh, and more item slots would also be fantastic :D
TripSin Mar 2, 2017 @ 11:11am 
Thanks for the mod dude! Would be cool if you could also increase the maximum number of augments agents can have.
cyberboy2000  [author] Feb 23, 2017 @ 2:44am 
Added options to change the number of Incognita Slots
Added options to change how often agents talk to each other at the beginning of each mission
Added options for firewall strength, delta and scaling
Added new values to time attack, ko time, rooms per level, campaign hours and starting hours options
Consoles per level, safes per level and firewall options can now be set to random
Piratebear Jun 20, 2016 @ 9:53am 
Does this allow me to remove the Blowfish global daemon on mission start? Because that would be amazingly useful.
cyberboy2000  [author] Apr 4, 2016 @ 8:27am 
Did you even try the mod? Or... watch the attached images?
1978 FIFA World Cup knockout sta Apr 3, 2016 @ 1:46pm 
ik options alredy exist, I was just thinking take them to extreme levels. :gordon:
cyberboy2000  [author] Apr 3, 2016 @ 12:24pm 
You can now change the time your campaign starts at, and the amount of missions that will be available to you from the start.
cyberboy2000  [author] Apr 2, 2016 @ 5:27am 
Dude money options already exist
1978 FIFA World Cup knockout sta Apr 1, 2016 @ 5:13pm 
Make some insane money options, like no monet and 1000* money
Shirsh Apr 1, 2016 @ 7:21am 
Hi, could you make option to choose starting day? Like to start at day 3 or day 7 etc
cyberboy2000  [author] Mar 20, 2016 @ 11:09am 
Update!

You can now change the amount of guard and daemon spawns (works with the latest version of Advanced Guard Protocol)
Fixed a typo
You can now choose 3 or 4 rooms per level
sodafall Feb 4, 2016 @ 3:27pm 
@Human_Kirby You are at this moment invisable inc jesus with that
Human_Kirby Jan 22, 2016 @ 2:48am 
Try deleating everything in the Modfolder, start the game and redownload everything via the refreseh steam workshop in the option menu.
MrGrumpsman Jan 21, 2016 @ 6:11pm 
I assume this mod doesn't work for me as my game won't even open and I have everything it needs. Is there any way to fix this without uninstalling it?
tobias599 Jan 3, 2016 @ 3:13pm 
I would play with totally-random missions
Qfasa Jan 3, 2016 @ 4:08am 
Hi. This is very close to what I asked a while ago on the forum so I should ask - is it possible to add a 'random' option to 'safes per level', 'consoles per level' and 'rooms per level'? So every new mission would be generated with different number of consoles, safes and rooms.
Human_Kirby Jan 1, 2016 @ 9:51am 
Ok, never really edited the safe amount in custom games, completly forgot it already is there. I also did not really worked with the Modloader so far, have been ill far to long, but if I look a bit over it I might figure everything out.
cyberboy2000  [author] Jan 1, 2016 @ 6:09am 
No safes and no consoles is already available, you don't even need to use a mod to play with that.
Isn't it already possible to edit the rescue table?
Remove a rescueable with:
table.remove(serverdefs.TEMPLATE_AGENCY.unitDefsPotential,1)

And edit a rescuable with:
serverdefs.TEMPLATE_AGENCY.unitDefsPotential[1]=serverdefs.createAgent( someagent )

I don't really understand your third request. If you want to access the default agents you can just do
local stealth_1 = util.extend(agentdefs.stealth_1) {}
agentdefs.stealth_1 = stealth_1
Human_Kirby Dec 31, 2015 @ 11:09am 
Cool, I remember toying around with these when I hardmodded some stuff early in the scene. I guess it would be cool if there was an option to not allow shooting while in overwatch as well as a no safe no console option, for those who like hardcore things. Last, more forr the sim constructor, could you add a way to directly edit values of the agent_defs and guard_defs, as well as the agent rescue table, because it would save alot of time and lines, if we can just edit the agent_id and have not to create the character all over again. I also ask for this, since, if we add an agent to the serverdefs rescue list, it does not overwrite the original one, resuulting in an error, because in the rescue table then exist stealth_male and serverdefs.stealth_male